FAQ

Frequently asked questions:

This page answers the most frequent questions asked in the website comments and on the various social media channels. The page only covers specific questions which are not already answered at existing website pages and it should not be understood as a complete game reference. For more details about the game mechanics and modding visit the >Wiki<.

Release:

Q: Which languages does the game support?A: The game´s text (interface and subtitles) is available in English, German, Russian, French, Spanish, Italian, Czech, Polish, Simplified Chinese, Traditional Chinese, Portuguese and Ukrainian. The game´s voiceover is available in English and German.

Q: Is the game available on GOG.com?A: Yes, next to Steam the game is also available on GOG.com since launch.

Q: Which platforms does the game support?A: The game supports Windows 7, 8 or 10 (64-bit), Mac OS X 10.9.5. or higher (64-bit) and Ubuntu 14.04 or higher (64-bit).

Q: Are features from Transport Fever also made available for Train Fever?
A: The Transport Fever engine was completely reworked and is significantly different to the Train Fever engine. Therefore, unfortunately for the majority of the new features it is almost impossible to merge them back to Train Fever.

Q: Is the game available as a retail version?
A: Yes, it can be bought in selected retail and online stores as a boxed version. The box contains an installation medium and a Steam key. A Steam account and an internet connection is required to activate and update the game.

Q: When is the release date?A: The game was released on November 8th 2016.

Q: Do owners of Train Fever get a discount on Transport Fever?A: Customers who bought Train Fever on Steam or GOG revceived a discount on Transport Fever until December 8th 2016.

Features:

Q: Which topics are featured in the campaign missions?
A: The missions in the campaign focus on historical events from North America and Europe. Examples include the construction of the First Transcontinental Railway, the Panama Canal or the Eurotunnel between England and France. Each mission tells a unique story and integrates the player into the historical context, typically as the owner of a transport company.

Q: Is there a difficulty setting in the campaign?
A: Each individual mission features a number of optional objectives, for which awards are received upon fulfilling. While it is rather easy to achieve one or two of these objectives, the difficulty increases significantly, when all objectives have to be reached in one playthrough.

Q: Does the campaign feature voice over?
A: The campaign is dubbed by professional voice artist in English and German language. For both languages as well as the American and European campaign we engaged individual voice artists.

Q: Is it necessary to set the cargo type of a vehicle upon purchase?
A: No, this is not necessary. Each vehicle can carry one cargo type out of a predefined cargo group. For example, bulk wagons can carry coal, iron ore, stone and so on. If the vehicle is empty, it will accept any of these cargo types and is automatically refitted at the station. Optionally the player can specify a particular cargo type for each vehicle.

Q: Do passengers have different move preferences?
Yes, while some passengers prefer fast journeys, others prefer the cheapest way to their destinations. Passengers choose the means of transport accordingly.

Q: Do passengers and cargo change modes of transportation during a journey?
A: Passengers and cargo will change several times to reach their destination, as long as the total travel time or costs stay within a certain range.

Q: Is it possible to interrupt street main connections between cities?
A: Street main connections between cities can be interrupted for a certain amount of time without the availability of an alternative route. A warning, pointing out the possible consequence, will be displayed.

Q: In which way can vehicles be individualized?
A: It is possible to put custom logos on vehicles. Also the color of the paintwork can be changed for every vehicle individually.

Q: Is it possible to import save games from Train Fever into Transport Fever?
A: There are numerous fundamental differences between these two games. Therefore, this is not possible.

Q: What is the maximum map size?A: Maps can have various rectangular shapes and sizes. The maximum recommend size is 256 km², however it is possible to increase the map size beyond that recommended limit.

Q: Is the game optimized for late game performance?A: Yes! Several new algorithms optimize the amount of necessary calculations and reduce processing time. Also, multicore support helps to ensure fluent gameplay even when scenes get big.

Q: Does the game have a multiplayer mode?A: No, the game will focus on an extensive single player experience. Due to limited resources and development time, a decision had to be made: Either make a great single player or an average multi-player game.

Q: Are there computer controlled opponents in the game?A: Though there are no real computer controlled opponents, the campaign includes non-player controlled vehicles.

Q: In which way does the player have control over the vehicles?A: Several tools allow to influence the departure, path and arrival of vehicles without the need for extensive micromanagement.

Q: How does time progress in the game?A: The player can decide how fast time progresses in two ways: Like in Train Fever the simulation can be increased to double or quadruple speed. In addition, with modding it is possible to adjust how long a day in the game will last in real-time.

Q: How do passengers and goods choose their route and destination?A: Passengers and cargo choose their route and destination based on various parameters including time and cost. Passengers may prefer a fast route, while cargo strives for the cheapest route.

Q: Is there a day-night cycle or weather effects in the game?A: The release version does not include a day-night cycle nor weather effects, but some of this features might be added later.

Q: Do cities accept different types of goods?A: Cities accept various manufactured goods which influence growth.

Q: Is there a first-person view?A: In addition to the free movement and the vehicle follow mode, the camera can be set to show a vehicle’s front perspective while driving.

Q: Are one way roads and traffic signals available?A: Because managing private transport is not the main focus of Transport Fever these features have not yet been implemented. However, because quite a few players request these features, they may still be added.

Q: Which vehicles are in the game?
A: The game comprises about 120 vehicles in total. Next to an extensive list of locomotives, buses, trucks and trams from Europe and America, Transport Fever features about 10 airplanes with a capacity of up to 250 passengers and almost 15 ships, consisting of cargo and passenger ships, including a hovercraft.

Q: How flexible is the track construction?
A: Track building allows for effortless construction of compact and complex track fields. For example it is possible to build tracks which can cross each other and have transfer points over multiple tracks.

Q: Can tunnels and bridges contain crossings and signals?
A: Yes! Tunnels and bridges offer the same possibilities as regular tracks. They can contain the same switches and signals, as well as cross each other.

Q: How flexible is the street construction?
A: Streets can be built straight and curved in nearly any desired meaning. It is possible to intersect streets to automatically generate crossings. Streets can be up- and downgraded to wider or narrower roads. Streets can also be built across existing train tracks and the railroad crossings can be upgraded afterwards.

Q: Can trains drive forwards and backwards?
A: Certain trains, like multiple units, can drive in both directions.

Q: Is it possible to freely place industries on the map?
A: The ability to freely place industries can be unlocked via modding.

Q: Does the game feature a tutorial?
A: Yes, in addition to the campaigns which introduce the game with a flat learning curve, there is also a separate tutorial which covers the basic game mechanics.

Q: Do cargo weight as well as the locomotive’s power and traction influence train speed?
A: Yes, all these values are taken into account when calculating the acceleration and speed of a train.

Q: Can the player choose an arbitrary start year?
A: Yes, in the endless mode it is possible to select any start year between 1850 and 2000.

Q: Who is creating the soundtrack for Transport Fever?
A: We managed to team up with the same artist who did the soundtrack for Train Fever. Admiral James T. composed about 30 tracks fitting to different time periods.

Q: Do the values on the website vehicle page reflect the actual in-game values?
A: The numbers on the website represent the real world specifications and are not necessarily the same as in the game. The final numbers in the game are dependent on balancing and game-play decisions.

Q: Can ships pass bridges?
A: As long as bridges are high enough, ships will be able to pass them. When a bridge is built, a visual overlay indicates if ships will be able to pass or not. Pillars will automatically adjust themselves to leave as much space as possible.

Q: Are curved stations in the vanilla game?
A: The curved station as shown in the gamescom trailer is one example out of a comprehensive list, of what can be achieved with modding, so it is not vanilla content. However, due to popular request, we released the station as a mod.

Q: Can industries have multiple suppliers or consumers?
A: Yes – depending on the transport network – as long as the production is high enough and there is free capacity available at any valid consumer, industries will try to supply all of them simultaneously.

Q: Do industries produce different goods at once?
A: Yes, as shown in one of the developer blog videos, certain factories produce different goods simultaneously depending on what is delivered to them.

Q: Is the game world further developing after the 150 year time period?
A: Of course, cities and industries can still grow.

Q: Can missions from the campaign be continued as sandbox game?
A: After a mission is completed, the game can be continued. However, special rules applied to the mission will still be in place.

Q: Why is an Indian tent and a tunnel construction site shown in the gamescom trailer?
A: These are two special elements which are featured in the campaign.

Q: Towns look way different in the latest trailer than before. What has changed?
A: Towns have been reworked. Now they feature more detailed and varied buildings. In particular, high populated areas like town centers can now be packed with buildings which stand on small floor space. That may sound complicated, but it allows much higher town building density.

Modding:

Q: Does the game support Steam Workshop?A: Steam Workshop is fully supported by the game. Mods can also be installed manually or with third-party tools.

Q: Can mods created for Train Fever also be used in Transport Fever?A: The goal is to ensure that most mods from Train Fever can be converted by the mod authors with limited effort.

Q: Can the cities demand be changed via modding?A: Additional cargo types can added and the cities demand can be changed via modding.

Q: Can computer controlled opponents be added to the game via modding?A: Thanks to the moddable campaign mission scripts, there is a limited set of commands to emulate computer controlled opponents to some extent.

Q: Is it possible to create special stations types via modding?
A: The new construction format allows modders to create a broad spectrum of different station types. Stations can be combined per type (passenger and cargo) and also per mode of transportation (for example an airport with a bus stop, a harbor with a train terminal and so on). It is also possible to create elevated or curved stations!

Q: Can roads and tracks be changed via modding?
A: Yes, both are modable to a certain extent. For example it is possible to change the appearance of road, tracks and catenary masts. Also the price and maximum speed can be altered. Of course it is possible to add additional tracks and roads to the vanilla content.

Q: To which extent can town buildings be modded?
A: It is possible to change the capacity and cargo demand of any building which is based on the new construction format. This also applies to town buildings.

Q: Upon map generation, can the player choose the location and name of towns and industries?
A: It is possible to list coordinates of towns und industries before creating a map. The names can be set in this list or changed later in the game.

Q: To which extent can towns and buildings be modded?
A: The new town simulation system allows modders to replace any building in any time period and even introduce complete own styles and themes.

Q: Is it possible to add special buildings like landmarks via modding?
A: Yes, any building created with the construction format can be configured to consume goods and attract people for work or spending their free time.

Q: Is it possible to create a different mood-setting, like shown in the gamescom trailer, via modding?
A: Nearly any mood-setting can be reproduced by altering a couple of files and settings like the skybox and the HDR radiance environment map, however dynamic day-night transitions will not be supported at release.

190 Comments

Looks very very promising. I’m more than interested to help on Beta test and most likely will buy this game when it comes out. However, due to past experience, it won’t happen on the first day 😉 506 hours on Train Fever…

Wow. It seems like most of the stuff from our various wishlishts will be impleented. Good job, guys !!! My only curiosty now is be what is the max map size the new engine can handle. But as long as we can increase that by adding more ram to our computer i have to say that this is excelent news as well !!!!!

Really good job and thank you for responding to all the questions we’ve all been asking on the steam forums !

Will expanded functional signals? The input and output, and as a combo signals?
Buildings in the city will be generated as well as in the previous game? Or you can add custom model?
Will Train choose free platform or it is still firmly attached to one?

Rectanuglar maps sounds cool, I always wanted to do a very long and narrow map in order to get some challenging builds and long tracks. However, I still want to know if there will be more trains and trucks than Train Fever. There are TONS of HUGE gaps in between vehicles when it comes to Train Fever, sometimes more than 20 years! These are gaps which could be filled with some very obvious vehicles that it is stupid to not include! A lot of these cause gameplay issues as well where you are focred to get a vehicle that is totally unrealistic and inappropriate for the role it’s going to be used for.

Closer and closer, to TTD, I like it! Shame, that multiplayer is to complicated, but besides game gonna be good, especially with the Steam workshop. Gladly would like to help with beta to, got some experience with that in tycoon games 😉

And btw two questions:
1. how big cities will be in Transport Fever? In trailers it looks to big for Train Fever (on 0:40 for example), but for Transport Fever it is big city or small town?
2. Can we add trolleybuses via modding? 😀

Could a dev comment on whether the edge of screen scrolling will be fixed (from how it worked in Train Fever). It wouldn’t work if you moved to any of the corners (behind the menus). I found this really annoying. (Mind you, I was still able to play for several hundred hours.) I just want to look forward to playing Transport Fever even more & if the scrolling was fixed, it would be excellent! Thanks for listening.

There might be a misunderstanding. A lot of people where asking about the “20 minute rule”, so this is part of the question, not the answer. So don´t worry, things will definitely change in Transport Fever.

1). Will we be able to create our own maps with a map tool ?
2). Will there be container and other ships that can transport cargo ( I can only see two passengers ships on the photos )
3). Will we be able to buy/sell factorys as a kind of investment ?

Q: In which way does the player have control over the vehicles?
A: Several tools allow to influence the departure, path and arrival of vehicles without the need for extensive micromanagement. Details about these features may be discussed in one of the upcoming developer blogs.

Does that mean we will get (optional) timetables? *_*
Having fast trains getting stuck behind slower trains and having two trains arrive at track merges at the same time, causing one train having to wait, because the arrival at the point can’t be controlled, is pretty frustrating an doesn’t look good either. Of course there would be other advantages like better timing of connections at stations or making single track lines work with fewer passing points.

– Stock market, similar to rail ”road tycoon” whereby the player can buy enterprises in town.
– Loans and Banks, not fan of Banks but in games its useful. And how many diff. banks are there going to be ?
– The option to buy a factory and connect it to rail road or trucking ? and the option to buy a parking lot ?

There is nothing wrong abot them. But it would be cool to hve day and night cycle and different weather efects like rain and snow and diffrent terrain types like a snowy portion, a dessert portion besside the normal green terrain type all on the same map?

You say in the base game there may not be ai and a few other features is it possible for you to put in the base code and let the modders expand on it modding communities have a way of making a game last forever take a look at all the work done on the 1995 classic TTD or open TTD as it is now

Assuming the signal system works about the same as inTrain Fever, an automated signal placement system would be nice. On long, multi lane tracks making the signals takes an eternity and is prone to mistakes, e.g. accidentally placing a signal in the wrong direction.

Most important points (from someone with hundreds of hours of Trainfever):

I wont talk about small unimportant points, but what i did want to adress is the following:
The way towns were spawned into maps i disliked a lot. They were all about the same distance from eachother. I would like to see that this would become more dynamic. Have more diversity in the growth (read much more) and the placing of cities.

Maybe let towns that spawn close to eachother, evolve into one big city. Cities need lots of busses trams etc. Maybe let us set an option at the beginning with a warning that more growth leads to slower games.

On a personal note: i would like more control of where, what kind of construction is going on. Designate zones or something. Something to be able to influence the process aside from how you place your transportation.

Some questions that have been asked already but got no answer plus some mine.

1. Will we be able to create our own maps? An empty or auto generated we can change?
An 8k map with fewer and larger cities would be more realistic.

2. Will we be able to buy industries? Expand them and earn or lose money from their sales.

3. Can we expect a more complex indystry system? Like factories who construct metals-rubber-cars. Farms who produce meat, dairy and proccessing industries?

4. Can we affect cities by building industries, shops, parks etc?

5. The game is focused in transport however a better road system will be appreciated. So we can design cities using optimal space.
For example we can create city block that fit exactly 2 buldings in width. Having guides etc.
So question is if the road system will be easier and smarter.

6. Bridges and tunnels. All about them road or rail. Will be it easier to create them? Either building a road bridge/tunnel or rail.
Upgrade them without destroing them first?

7. Will be there a metro system for cities? Should be simpler than tram since there is no need for graphics except stations and static vehicles for view/buy only.

8. Stations with multiple exits? Underground exits, both sides exits?

9. Interface. Seriously some better typing/editing capabilities is needed in the game like movig the typing cursor back or forward, copy/paste and be able to type longer names. Also some bigger and better interface graphics/text is needed working in high resolutions makes it hard to read and click all those tiny windows.
So should we expect an improvement in inteface?

10. And last but not least vehicles, trains and not only.
Will we be able to change ticket prices? A fast train eg. ICE should be more expensive than local slower trains.
Possible to have 1st/2nd class wagons? Working restaurant wagon as an attractivity factor?
Mail wagons and of course mail system along with it? Most important for a transport game to be excluded since especially in modern times it’s a multibillion industry.

Nice addition with coordinates and names on demand! That can make maps based on real ones feasible.
What about rivers? Would that be possible? And also possible giving coordinates to build realistic maps with rivers?

Hi. In video i saw there would be option to adjust landscape and add some objects – stones.. Will it also be possible to plant trees?? Something similar as we all were used to do in transport tycoon? It has impact on town enviroment and their feelings, and then towns allowed more constructions etc…

I haven’t played Train Fever for very long, but it’s a great game (USA addition makes it even better) , and Transport Fever will probably mean no sleep or breaking off to eat for me!. Looks like it’s going to be a highly adictive game!. I used to love Transport Tycoon, Lococomotion and Railroad Tycoon but Train Fever and Transport Fever far exceed them, particularly in the graphics department, I love just following trains about through the scenery, it looks so good you can almost smell the smoke!. The game interface could be a little more intuitive though (feels like a game made by dedicated enthusiast’s for dediicated enthusiast’s -which it probably is)!.

I was a litte disapointed not to see a driver and fireman working hard on the footplate of engines, that would have looked really great!. The horses with stage coaches and wagons look amazing!. I was also disapointed to click on people on the platforms and just get a huh!. I don’t expect their ‘life story’but it would graet it they acted a bit like sims in sim city (perhaps this is too much to ask)!.

I can’t wait for Transport Fever to go on sale!. Thank you for all the long hours you are putting into the game, it shows!.

How about overthinking the Multiplayer Part?
A simple port to add another player to a scenario would be enough with some thinking how to use the respective tracks (train & tram in that case) with more people.
It doesn’t have to be overly special, just a possibility to build on a map with friends.

I totally agree, that was the ONE thing in the old transport tycoon D, that made it so awesome. just to see if you make more money then your friends or how big your transport empire in relations to your friends..! or just add LAN with 4 player,,., Not gonna buy a game in 2016 without that- if one guy alone could make it 15 years ago, why cant your studio? or are you just gonna make a stupid DLC with multi to crave more money! . Who plays alone???

– Are there this time cities in different sizes? E.g. big-, middle- and small sized cities, and even villages?
– Is there a bussiness cycle/ dynamic economy in the game? Such things like economic boom, -growth, – depression and recession, which affects production and passenger behavior?
– Are there mini-quests and random events in the sandbox-mode?
– Is it possible to add categories for trains, e.g. that a faster passenger train can overtake a slower cargo train?
– Could you please widen the distance between the bridger pillars? So that it’s possilbe to create ‘flying junctions’ across several tracks?

Will there a no cost mod in the game from the outset this time? I remember reading posts from many with train fever having difficulties learning the game, Some of have used things such as cargo mods and should have a jump start. One person I spoke to gave up on train fever because he couldn’t get past 1900 debt free. Normally I don’t advocate cheat modes but the not cost got my 10 year old grandson interested then he bought his own and now plays without the no cost.

Regarding railroad bridges
1. how many bridge designs are there ?
2. will they be made from wood, brick, steel and concrete ?
3. can we decide which type of bridge we would like to construct whenever a railroad bridge is needed ?
I think it would be great if the screenshot section was updated with images of the bridges one can build in the game

This game continues to look better and better (in terms of game-mechanics, but graphically as well 😉 ) . I’m really looking forward to it. However I’m still curious about how the game-mechanics concerning nautical issues will work.
Will there be structures to support ship-connections as well? I mean, beside the already showed ports ? For example on the vehicle overview I saw the “MGS Merlin” noted for travelling on the Donau. Quite a few “ship locks” need to be passed for such a ship to travel from one place to the other on that river. Also my guess would be that not all places were reachable via the original rivers back in 1850. Many connecting channels were dug to do so. As a civil engineer with nautical affiliation that is something I’m quite curious about. Mainly about what our tools for building hydraulic structures and landscaping waterways/channels will be.
Is it possible to shed some light on that within the near future?﻿ That would be much appreciated!

I have one concern – in vanilla Train Fever there was something i will call a ‘gap’ in locomotivess. I mean there was periods of times when available lokos was either (in original, and to some extend in game) passenger only or cargo only, forcing player to use them to things they were not constructed. Will this gaps be filled? It needs addition for a few loks in early times, later there are mostly universal lokos so it is not that bad.

Suchen sich die Züge in einem mehrgleisigen Bahnhof selbst einen freien Bahnsteig, oder fahren alle den gleichen Bahnsteig an, wie in Train Fever?
—–
Are the trains in a multi-track station itself a free platform, or do all the same platform, as in Train Fever?
Translated with Google

I hope they add a Day Night Cycle in to the game now that the Trains have light and so that would be great for the atmosphere. I like Train Fever alot and hope Transport Fever is better in every way and of course hope thed evs patch it long after release and implement requestet features like the day night cycle

Will you add support for the following mass operations:
-Upgrade roads/tracks, by area and point to point.
-support for Shift, and giver same command to multiple items, like Trains in a train depot.-
-Upgrading marked unit.
-Auto upgrade based on existing units in a line.
-Drag and hold to deplay multiple signal with a given interval (or stat if the game compensate for this).

When buying a new train display acceleration and speed of a train, load vs pulling power, with the current load.

I am disappointed not to have multiplayer and artificial intelligence. I am Train Fever liked but after 3 hours playing is boring to play alone. I would love to buy that, but without intelligence Artificila or Multiplayer has no way I invest.

This game LOOKS amazing! The only thing missing which made me sad, but I am sure can be added on, was the gates at the airport!!!! Many airports have 2-100 gates where planes land and go to for boarding and unboarding. If this could be added, this would COMPLETE this game!!!

here are some nice to have features, let us know if you make it in the game :
– bus stop – make an option (Einstelungen) from buil menu to be able build pair of stops. e.g. on the both sides of a street by one click e.g. Option – single/pair
– signals – make an option from buil menu to place one way signal. e.g. Option – standard/one way
– signals – click on signal opens menu for change one way/standard – to this menu add feature move. It will move signal. When you have a list of way-points to certain signal its tiresome to re-do all the lines when a track rebuild is required.
– The mini window of a vehicle – there is a side menu – like flip, stop, depo. There is missing button, HORN. I want press horn of my machines ! That is must have feature. Also add HORN button to first-person camera!

I have an issue with the game loading the home screen and every time i try and start a game, either campaign or free play or tutorial, as soon as i hit start it closes out of the game. What am i missing or why is it doing this any help is appreciated

Hey. I wonder if it is possible to make a change so that multiple trains belonging to the same line can enter different platforms in a station. And/or make a force button in the train widow for trains to pass red signals in order to enter free platforms. This option would also be nice on passing tracks where a train can enter the siding of the loop in order for a passing train to pass on the straight through track. This makes for more realistic track configurations and signalling.

For two trains on the same line to not enter the station with more platforms because their track was assigned to a certain platform is annoying., for example on the end of a line. I guess all of this is connected to path finding.

when i try start the game it says pleas try installing your latest drivers for your graphics card and i did that And it still says the same thing somone pleas help i was really looking forward to playing this

Please make sure your device is using a dedicated graphics card like Nvidia or ATI. If you use a laptop with such a card, the game is probably started with the integrated Intel card. You can force the use of the dedicated card in the tools provided by the graphics card.

1.The game suffered a huge change from the first part, but still with the chains of production some flaws they could have been done differently to plan some plastic in 1850? Yes, it’s a game but the logic of the industry as cities and transport must be otherwise very difficult to start to develop the city.
2. Wanted production appeared gradually, first the plantations and farms, cities needed milk, bread, meat then cheese and so on. And the industrial zone had steel. Once this is achieved the city grows and develops by consuming goods that were needed with the advent of new industries on the map. This would give a smooth quest in a normal game.
If interested I can draw and make chains from light industries to the complex. Let them be not so much, but will give the opportunity to consistently develop 2-3 cities on the map to cities. And much more?
3. The map generator isn’t working as it should. Especially for waterways water on the map and it is a little similar, it is better to give to create maps by players or add more water to the river instead of the tanker did not climb ashore.

Now that is typical of the game:
1.Lacking any in-game events, the growth of the city it was possible to make some event for example, a city build a stadium or Museum that attracted the highest passenger flow in the city. Within a certain period of time.
2.It is a pity that no mail cars in the game, and the post was popular at the time and the most convenient way to send mail was the first steam locomotives. The station could be improved the postal warehouse and to the engine it would be possible to attach a couple of postal vans.

Now a couple of questions to the developers
1.Will there be DLC
2.Will there be new missions in companies?

Hi guys. I started two new games and selected large 1:3 maps for both, however when i go to load up my save games it says that the world size is small for both of them. They look like large maps but i’m not sure, is this a glitch or is there some reason for this?

Does your blog have a contact page? I’m having problems locating it but, I’d like
to send you an email. I’ve got some ideas for your blog you might be interested in hearing.
Either way, great site and I look forward to
seeing it grow over time.

FIX the signals…!!! Dont call it a OpenTTD lookalike when it is so damn fare from OpenTTD….!!!!
Signals does not work, mutiple trains on same rail straigts NOT posible. Mutiple trains on same single track station NOT posible…. So much work that needs to be done here…. And WTF is up whit the tutorial…??? And this FAQ,,, useless…!!

will there be more campaigns and hell please fix mission 6 of europe campaign, it’s freakin hard to complete the second stage without a descent way to produce money, and i’m also kinda annoyed by the german text in the mission, i can read it since their my neighbouring country but still everything else is english so why not this.

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I think what you composed was very logical.
But, think on this, suppose you added a little content?
I am not saying your content isn’t good, however
what if you added a title that makes people desire more?

I mean FAQ | Transport Fever | Official Website
is a little plain. You should look at Yahoo’s front page
and note how they create post headlines to get people interested.

You might add a related video or a related picture or two to get readers interested about
everything’ve got to say. Just my opinion, it might make your posts
a little bit more interesting.